I've played through this untill the 3rd valve now and although it has improved, it's still very... strange...
Some of the puzzles are now more obvious and logical, but some are
still pretty annoying. I like how you changed the first puzzle, getting
the sword, as it's now more logical and intuitive, though still it has
it's flaws that make it so unbelievable. The stairs were leading to...
nowhere... ok, they got you inside that tube, but that's probably not
what they would be built for in real life. Some things aren't logically
correct in your map, wich hinders your level's believability. Also the
fact that I could see the roof trough the sky from that part made the
level itself look less believable.
At the second valve, there was a block sliding towards you, right? It
moved trough two torch holders... a little thing you should mind next
time. At that puzzle, I wasn't all too pleased... after getting over
those stones, having died multiple times, I found out I could as well
have stayed behind since the only thing i had to do was shooting the
button. I didn't found a way over that block too, so I had to noclip...
making puzzles hard is ok, but making them nearly impossible is another.
The third valve is my least favorite, as I really see no reason why to
release a whole pack of enemies behind my back when I'm already falling
into the lava. I still haven't exactly figured out how you planned the
player to get trough that part, as I needed to get to that button but
the floor fell down, and trying to get there while standing on those
rotating platforms seems pretty much impossible too.
Make sure your traps and puzzles are possible to seize, otherwise you won't entertain the player.
The architecture is at most spots still unlogic, not really
representing a realistic environment. Those hollow tubes for example
were meant to be pillars, but the way you represented them totally
defeated their function, as they easily crumbled by your push. Why
hadn't the building collapsed yet then?
I'd really want to advise you to look at reference picture before
starting on a map. They can really help you create a believable world.
You can fix some things in this map-pack, but to get it good would mean
a total redesign and recreation.
I think this article could be helpfull:
Common sense - Dave Johnston
EDIT: I may sound very harsh but I'm mostly stressing the negative
parts of your map. Try not to see it as a discouragement... :smile: